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Fleet Flagship Space Carrier |
BACKGROUND
The extra-large fleet command battle carrier that was originally designed and constructed to defend the Varohta Star System's emigrants from large-scale foreign enemies, and is also about half the size of City 7. In the one ship it has the offensive ability that's comparable to a large-scale fleet. The carrier is endowed with the mobility and acceleration abilities at the level of a battleship. It also has the ability to singlehandedly exterminate a small scale Zentraadi Fleet (although one might say that the fleet has more than 1,000 ships).
The carrier is equipped with 8 Anti-Fleet Extra-Large Reaction Warhead Missiles that are each loaded with 24 10-gigaton class reaction warheads as the main munition, and 8 Macross Canons as the main battery. In addition, the carrier is also equipped with such things as a great number of beam guns and missile phalanxes in various places. Moreover, the carrier can make use of more than 500 variable fighters. This ability usually corresponds with 2 to 3 normal scale regular space carriers.
The Fleet Flagship Space Carrier that leads the [Varohta] Fleet which is composed of about 500 [ships]. Furthermore, this warship in which the commander-in-chief Gepurunicchi boards, may also be called "Gepurunicchi's Warship".
The unique shape that could be called a U-letter model. A command and motive power style system is concentrated in the center of the hull's rear. Extending from the left and right of the front of the hull are giant docks in addition to ship-borne craft launch ports and hangars.
The bridge interior has had a unique design applied to it, and commander-in-chief Geperunicchi rode the ship here. The bridge has an excellent integrated fleet command system set up in it, and it is possible to command a fleet on the scale of several hundreds of ships in battle with it.
1 was operated by the Varohta Forces.
RPG STATS
Vehicle Type: Flagship
Class: Carrier
Crew: 5,620
Manufacturer: Varohta Forces
Government: Varohta Forces
Customer: Varohta
Design Features: armour planks; command and motive power style systems concentrated in the center of the hull's rear, giant docks on the left and right, heat radiating fins, angled launch port decks.
Variants:
- Fleet Flagship Space Carrier
MDC BY LOCATION:
Location |
MDC |
Location> |
MDC |
Center Hull 1
Main Engines 2 (4)
Giant Docks (2)
Command Tower 3
Communications and Sensor Array 3 (8)
Secondary Engines 2 (5)
Small Guidance thrusters 2 (360)
Fins (6)
Macross Cannons (8)
Reaction Warhead Launchers (8)
|
350,000
125,000 each
400,000 each
25,000 each
6,000 each
25,000 each
200 each
5,000 each
15,000 each
10,000
|
Supersize-Bore Beam Guns (50)
Large-Bore Beam Guns (100)
Small-Bore Beam Guns (150)
Missile Launchers (60) (20 on each dock, 20 in center hull)
Small Anti-Aircraft Guns (480)
Small Airlocks/Access Hatches (200)
Flight Deck Airlocks (40)
Outer Hull (per 12 m area)
Interior walls (per 6 m area)
Pin-point Barrier System 4
Total Barrier System 4
|
500 each
350 each
300 each
250 each
100 each
250 each
500 each
120
20
2,500 each
100,000
|
NOTES:
- 1 Depleting the MDC of the center body will put the space carrier out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck.
- 2 Depleting the MDC of the main engines will force the ship to rely on its secondary engines. Depleting the MDC of the main engines AND secondary engines will leave the ship adrift in space. If in an atmosphere, the ship will crash (destruction of the main engines will render the anti-gravity system useless due to loss of power).
- 3 Destroying the command tower will instantly kill the command staff and deprive the ship of all forms of long range communications, radar and targeting. The range and targeting capabilities of the secondary systems are equal to that of a VF-11 Thunderbolt. The ship can still operate, but is at -3 on initiative, -3 to strike, and number of attacks per melee of the weapon systems are reduced by half. Destroying the main sensory array atop the command tower will have the same effect, but the command staff will not be killed instantly.
- 4 see below (Defensive Systems) for details.
SPEEDS:
Sub-light: 0.20 speed of light
Auxiliary Drive: Mach 3; Mach 9 in space.
Space Fold Range: 75 light years if there are no fold faults.
Planet bound: can land if necessary but not designed to manoeuvre in an atmosphere. Can only land in a body of water.
Maximum Range: estimated 20 year life span, which can be extended with regular maintenance and overhauls.
Maximum rate of ascent: 400 m per minute using the anti-gravity propulsion system.
Maximum instantaneous acceleration during combat: 1.65 G+
STATISTICAL DATA:
Height: under investigation
Width: under investigation
Length: 4,320 m
Operational Mass: 320,000,000 t
Empty Mass: 210,000,000 t
Power Plant: under investigation
DEFENSIVE SYSTEMS
Note: Refer to the
Ship Defensive Systems for stats unless otherwise noted herein:
1. HEAT AND RADIATION SHIELDS
2. SELF-DESTRUCT: approximately ten times (10x) greater than the indicated stats.
3. ENERGY CONVERSION ARMOUR
4. SHIP-BORNE PIN-POINT BARRIER SYSTEM:
- Damage Capacity: 2,500 MDC.
- Regeneration Rate: 2,500 MD per melee round.
5. TOTAL BARRIER SYSTEM:
- Damage Capacity: 100,000 MDC.
- Regeneration Rate: 2,500 MD per melee round.
OFFENSIVE SYSTEMS
The Fleet Flagship Space Carrier has numerous large-output anti-ship beam guns, numerous weapons of every type, a great number of beam guns, and missile phalanxes in various places.
1. ANTI-FLEET EXTRA-LARGE REACTION WARHEAD MISSILES (8)
The carrier is equipped with 8 Anti-Fleet Extra-Large Reaction Warhead Missiles that are each loaded with 24 10-gigaton class reaction warheads as the main munition. When launched, the Extra-Large Missile carries the warheads to an optimal position near the target fleet, where it opens to release the 24 Reaction Warheads that spread out to maximize the damage to the target area.
- RANGE: 5,000 km
- SPEED: Mach 10+
- DAMAGE: per warhead - TOTAL destruction to 6 km. 4D8x1,000 MD to 7.5 km, 4D8x100 MD to 9 km, 4D8x10 MD to 10.5 km, 4D8 MD to 12 km, 4D8x10 SDC* to 13.5 km, 4D8 SDC to 15 km. Damage is double (x2) to targets that are roughly equidistant between two exploding warheads.
* can damage MD structures if the results are greater than 100.
- RATE OF FIRE: 1 per attack. Each launch tube holds one missile and must be reloaded after firing.
- PAYLOAD: 8 missiles. Can only be reloaded back at base.
2. MACROSS CANNON MAIN BATTERY (8)
8 Macross Canons as the main battery. The Quantum Reaction Cannons can be used in rapid-fire salvos.
- RANGE: 48,000 km (Heavy Quantum Reaction Cannon is also 800 m wide).
- DAMAGE: 1D4x100,000 MD
- RATE OF FIRE: each battery can fire once per 120 seconds (8 melees). The batteries can fire individually or be combined to fire a single volley.
- PAYLOAD: Unlimited as long as the main engines are operational.
NOTE: A sufficiently strong force field can deflect/absorb the beam if necessary. Examples of such fields include multiple Pinpoint Barrier shields layered on top of each other and barriers generated by stronger Protodeviln beings. A force field must have AT LEAST 10,000 MDC capacity before it can resist a heavy particle beam of this magnitude.
3. MAIN BATTERY: SUPERSIZE-BORE BEAM GUN (50)
Mounted all over the hull, approximately 5 per side and the front and back of the center hull.
Only the nozzle of the beam gun is exposed. The beam is aligned [with the target] by twisting in a deflection field.
- RANGE: 1,600 km
- DAMAGE: 4D6x1000 M.D. each.
- RATE OF FIRE: each battery can fire twice per melee. The battery can fire individually or be combined to fire a single volley.
- PAYLOAD: Unlimited as long as the main engines are operational.
2. SUB-BATTERY: LARGE-BORE BEAM GUN (100)
Mounted all over the hull, approximately 10 per side and the front and back of the center hull.
Only the nozzle of the beam gun is exposed. The beam is aligned [with the target] by twisting in a deflection field.
- RANGE: 1,200 km
- DAMAGE: 2D6x1000 M.D. each.
- RATE OF FIRE: each battery can fire twice per melee. The battery can fire individually or be combined to fire a single volley.
- PAYLOAD: Unlimited as long as the main engines are operational.
3. SUB-BATTERY: SMALL-BORE BEAM GUN (150)
Mounted all over the hull, approximately 15 per side and the front and back of the center hull.
Only the nozzle of the beam gun is exposed. The beam is aligned [with the target] by twisting in a deflection field.
- RANGE: 800 km
- DAMAGE: 2D6x100 M.D. each.
- RATE OF FIRE: each battery can fire up to four times per melee. The battery can fire individually or be combined to fire a single volley.
- PAYLOAD: Unlimited as long as the main engines are operational.
4. LARGE ANTI-WARSHIP MISSILE LAUNCHER (60)
The lower part of both docks and the center of the hull are armed with a
Large Anti-Warship Missile sliding type missile magazines launching mechanism. Each one is loaded with 9 Large Anti-Warship Missiles.
- RANGE: 5,000 km
- SPEED: 3,750 kmph
- DAMAGE: 4D8x1,000 M.D. at to 250 m, 4D8x100 M.D. to 500 m, 4D8x10 M.D. to 750 m, 4D8 M.D. to 1,000 m.
- BLAST RADIUS: 1,000 m
- RATE OF FIRE: 1 to 9 per launcher. Each launcher tube holds one missile and must be reloaded after firing. Reloading a launcher tube takes 1 minute (4 melee rounds).
- PAYLOAD: 9 missiles per launcher, 540 missiles total. Can only be reloaded back at base.
5. RAPID-FIRE HIGH-SPEED MISSILE LAUNCHER (6)
On the front top and bottom of the center hull and both sides of the docks. Only the nozzle of the missile launchers are exposed. Each launcher is a cluster of 12 missile launchers.
- MISSILE TYPES: Small High-Speed High-Manoeuvrability Missiles
- RANGE: 10 km
- SPEED: Mach 2+ in an atmosphere.
- DAMAGE: 3D6x10 M.D. each
- BLAST RADIUS: 3 m
- RATE OF FIRE: 1 to 12 missiles per launcher. Each launch tube can fire a maximum of 4 times per melee round. The two launchers can be fired together.
- PAYLOAD: 12 missiles per launch tube, for a total of 144 missiles
6. SMALL ANTI-AIRCRAFT GUNS (480)
Mounted all over the hull. These Close in Weapons Systems (CIWS) can either be computer or manually controlled, and do not suffer the negative modifiers to hitting attacking mobile weapons, that larger starship based weapons do. They are intended primarily for anti-aircraft and anti-missile defense, but can do moderate damage against smaller enemy spacecraft if they get too close. At most 4 guns can be directed against a single target at any time.
- RANGE: 1,100 km
- DAMAGE: DAMAGE: 1D12 per round. 1D6X10 MD per 10 round burst. Refer to the Gun Pods and Beam Machine Gun Burst and Spray Rules for alternatives.
- RATE OF FIRE: Equal to the controller's number of hand-to-hand attacks. If set on automatic, each gun turret can fire up to 4 shots per round.
- PAYLOAD: 40 rounds per melee. The guns are limited to bursts of 10 or 20 rounds per attack.
- NOTE: The gun turrets can be set on automatic during combat, during which time they have a +2 to strike due to their advanced tracking systems. The gun turrets' tracking systems will target incoming missiles first and attacking mobile weapons second.
7. SHIP-BORNE CRAFT
The Fleet Flagship Space Carrier has giant docks capable of accomodating numerous large warships simultaneously, shipborne craft hangers, and linear catapults for launching shipborne craft in the port and starboard halves of the ship. They are used for both defence, and tactical missions.
- VF TYPES: any standard sized VF can be used. The following is the standard compliment:
- Fz-109 Elgerzorene: 420 (35 Squadrons) on active status.
- Az-130 Panzerzorene: 60 (5 Squadrons) on active status.
- FBz-99 Saubergeran: 36 (3 Squadrons) on active status.
- TOTAL: On the order of 400-500 fighters, reconnaissance craft, bombers, and other craft.
- SHIP TYPES: any Varohta can be used. The following is the standard compliment:
- 20-30 direct defense Vanguard Frigates loaded on board.
- Capable of accomodating on the order of 6-8 large warships inside the docks.
- TOTAL: 26 to 38 ships inside the docks.
SENSOR SYSTEMS
Note: Refer to the
Ship Sensor Systems for stats unless otherwise noted herein:
1. INTEGRATED FLEET COMMAND SYSTEM: located in the bridge. It is possible to command a fleet on the scale of several hundreds of ships in battle with it.
2. LONG-RANGE DETECTION SYSTEM: Range: 2 AU
3. LONG-RANGE LASER/SATELLITE RELAY COMMUNICATIONS
4. SEARCH AND TARGETING RADAR: Range: 6,500 km
5. SUPER DIMENSIONAL SPACE COMMUNICATIONS: Range: 500 light years
OTHER STANDARD EQUIPMENT
Note: Refer to the
Ship Other Systems for stats unless otherwise noted herein:
1. AIRLOCKS: 200 are scattered over the hull
2. ARMOURY
3. CARGO HATCHES: 40 spread over the hull
4. GRAVITY CONTROL
5. LIFE SUPPORT SYSTEMS
6. SPACE FOLD SYSTEM
7. SUBLIGHT ENGINES
COMBAT BONUSES FOR STANDARD BATTLE LINE BATTLESHIP TRAINING
REFERENCES
© Aaron Sketchley